mirror of
https://github.com/reactos/wine.git
synced 2024-11-25 12:49:45 +00:00
- added enumeration of the Reference device (some games seems to need
it to work and they want it enumerated first..) - some comments about potential problems with Z masking
This commit is contained in:
parent
4dac4a5580
commit
00a3d5f3f8
@ -272,12 +272,22 @@ static void fill_device_capabilities(IDirectDrawImpl* ddraw)
|
||||
HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context)
|
||||
{
|
||||
D3DDEVICEDESC d1, d2;
|
||||
|
||||
HRESULT ret_value;
|
||||
|
||||
fill_opengl_caps(&d1);
|
||||
d2 = d1;
|
||||
|
||||
TRACE(" enumerating OpenGL D3DDevice interface using reference IID (IID %s).\n", debugstr_guid(&IID_IDirect3DRefDevice));
|
||||
ret_value = cb((LPIID) &IID_IDirect3DRefDevice, "WINE Reference Direct3DX using OpenGL", "direct3d", &d1, &d2, context);
|
||||
if (ret_value != D3DENUMRET_OK)
|
||||
return ret_value;
|
||||
|
||||
TRACE(" enumerating OpenGL D3DDevice interface (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL));
|
||||
return cb((LPIID) &IID_D3DDEVICE_OpenGL, "WINE Direct3DX using OpenGL", "direct3d", &d1, &d2, context);
|
||||
ret_value = cb((LPIID) &IID_D3DDEVICE_OpenGL, "WINE Direct3DX using OpenGL", "direct3d", &d1, &d2, context);
|
||||
if (ret_value != D3DENUMRET_OK)
|
||||
return ret_value;
|
||||
|
||||
return D3DENUMRET_OK;
|
||||
}
|
||||
|
||||
HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context)
|
||||
@ -479,8 +489,9 @@ d3ddevice_find(IDirect3DImpl *d3d,
|
||||
}
|
||||
if (lpD3DDFS->dwFlags & D3DFDS_GUID) {
|
||||
TRACE(" trying to match guid %s.\n", debugstr_guid(&(lpD3DDFS->guid)));
|
||||
if ((IsEqualGUID( &IID_D3DDEVICE_OpenGL, &(lpD3DDFS->guid)) == 0) &&
|
||||
(IsEqualGUID(&IID_IDirect3DHALDevice, &(lpD3DDFS->guid)) == 0)) {
|
||||
if ((IsEqualGUID(&IID_D3DDEVICE_OpenGL, &(lpD3DDFS->guid)) == 0) &&
|
||||
(IsEqualGUID(&IID_IDirect3DHALDevice, &(lpD3DDFS->guid)) == 0) &&
|
||||
(IsEqualGUID(&IID_IDirect3DRefDevice, &(lpD3DDFS->guid)) == 0)) {
|
||||
TRACE(" no match for this GUID.\n");
|
||||
return DDERR_INVALIDPARAMS;
|
||||
}
|
||||
|
@ -133,7 +133,8 @@ create_device_helper(IDirect3DImpl *This,
|
||||
if ((iid == NULL) ||
|
||||
(IsEqualGUID(&IID_D3DDEVICE_OpenGL, iid)) ||
|
||||
(IsEqualGUID(&IID_IDirect3DHALDevice, iid)) ||
|
||||
(IsEqualGUID(&IID_IDirect3DTnLHalDevice, iid))) {
|
||||
(IsEqualGUID(&IID_IDirect3DTnLHalDevice, iid)) ||
|
||||
(IsEqualGUID(&IID_IDirect3DRefDevice, iid))) {
|
||||
switch (interface) {
|
||||
case 1:
|
||||
*obj = ICOM_INTERFACE(lpd3ddev, IDirect3DDevice);
|
||||
|
@ -135,10 +135,18 @@ void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
|
||||
break;
|
||||
|
||||
case D3DRENDERSTATE_ZENABLE: /* 7 */
|
||||
if (dwRenderState)
|
||||
/* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
|
||||
updated either.. No idea about what happens in D3D.
|
||||
|
||||
Maybe replacing the Z function by ALWAYS would be a better idea. */
|
||||
if (dwRenderState == D3DZB_TRUE)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
else
|
||||
else if (dwRenderState == D3DZB_FALSE)
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
else {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
WARN(" w-buffering not supported.\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case D3DRENDERSTATE_FILLMODE: /* 8 */
|
||||
|
Loading…
Reference in New Issue
Block a user